I have been trying to create a 2D platformer in pygame, and I have encountered a problem with the collision of the player sprite with the platform. I hope to implement full collision for the platforms, so that the player sprite will stop when it hits the platform from any direction. Currently, the sprite stops when it hits the top of the platforms, but if it collides with the bottom or sides of a platform it instantly jumps to the top of the platform. I have tried various things to solve this, but to no avail. Any help would be appreciated.
I have seperated my code into 3 files. This is my main file:
import pygame
from settings import *
from sprites import *
#Game Class
class Game:
def __init__(self):
pygame.init()
pygame.mixer.init()
self.gameDisplay = pygame.display.set_mode((displayWidth, displayHeight))
self.clock = pygame.time.Clock()
self.gameRunning = True
#Stars the game
def new(self):
self.allSprites = pygame.sprite.Group()
self.platforms = pygame.sprite.Group()
self.player = Player(self)
self.allSprites.add(self.player)
floor = Platform(0, 680, displayWidth, 40)
plat2 = Platform( 500, 400, 100, 40)
self.allSprites.add(floor, plat2)
self.platforms.add(floor, plat2)
self.run()
#Game Loop
def run(self):
self.gameRunning = True
while self.gameRunning == True:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
#Updates the screen
def update(self):
self.allSprites.update()
hits = pygame.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.spd.y = 0
self.player.rect.midbottom = self.player.pos
if self.player.rect.left >= displayHeight - 200:
self.player.pos.x -= abs(self.player.spd.x)
for plat in self.platforms:
plat.rect.x -= abs(self.player.spd.x)
if self.player.rect.right <= displayHeight / 4:
self.player.pos.x += abs(self.player.spd.x)
for plat in self.platforms:
plat.rect.x += abs(self.player.spd.x)
#Events loop
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.player.jump()
#Draws things to the screen
def draw(self):
self.gameDisplay.fill(LIGHT_BLUE)
self.allSprites.draw(self.gameDisplay)
pygame.display.update()
def runGame():
game = Game()
game.new()
runGame()
Sprites file:
import pygame
from settings import *
vec = pygame.math.Vector2
#Player Class
class Player(pygame.sprite.Sprite):
def __init__(self, game):
pygame.sprite.Sprite.__init__(self)
self.game = game
self.image = pygame.Surface([40, 40])
self.image.fill(DARK_BLUE)
self.rect = self.image.get_rect()
self.rect.center = (displayWidth / 2, displayHeight / 2)
self.pos = vec(displayWidth / 2, displayHeight / 2)
self.spd = vec(0,0)
self.acc = vec(0,0)
def update(self):
self.acc = vec(0, playerGrav)
keysPressed = pygame.key.get_pressed()
if keysPressed[pygame.K_LEFT]:
self.acc.x = - playerAcc
if keysPressed[pygame.K_RIGHT]:
self.acc.x = playerAcc
self.acc.x += self.spd.x * playerFric
self.spd += self.acc
self.pos += self.spd + 0.5 * self.acc
self.rect.midbottom = self.pos
def jump(self):
self.rect.y +=1
hits = pygame.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.spd.y = -20
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((w, h))
self.image.fill((GREEN))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
Settings File:
import pygame
pygame.font.init()
#Setup
FPS = 60
displayWidth = 1280
displayHeight = 720
pygame.display.set_caption("2D Platformer")
gameDisplay = pygame.display.set_mode((displayWidth, displayHeight))
clock = pygame.time.Clock()
#Player
playerAcc = 0.5
playerFric = -0.1
playerGrav = 0.5
#Colour Pallette
BLACK = (0, 0, 0 )
WHITE = (255, 255, 255)
RED = (200, 0, 0 )
GREEN = (0, 200, 0 )
BLUE = (0, 0, 200)
LIGHT_BLUE = (0, 191, 255)
DARK_BLUE = (0, 50, 150)
#Score
score = 0
This is the code that is responsible for collision:
hits = pygame.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.spd.y = 0
self.player.rect.midbottom = self.player.pos
I understand that the reason why the sprite jumps to the top of the platform is due to these lines of code:
if hits:
self.player.pos.y = hits[0].rect.top
However, I don't know how to implement full collision.